Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-25 Thread John Vidar Larring
Hi Robert, Thanks for the quick reply. I'm not sure whether the trade-off would be beneficial, but what if VPB was modified to generate normal maps as the terrain database was generated. This would save run-time normal map computations, but increase the size of the database. And since the

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-25 Thread John Vidar Larring
Hi Glenn, Yes, it definitely sounds like a fairly large implementation task, but a geomorph (as Shayne put it), seems like the most generic fix to the popping issue. Best regards, John On 04/24/2012 12:54 PM, Glenn Waldron wrote: John, osgEarth's LOD Blending function does this for imagery

[osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread John Vidar Larring
Hi, Thankfully, there's a lot of people on this list using osgTerrain, which means that hopefully others have pondered about the same issue that we are currently having when rendering high resolution terrain: the visual popping of terrain tiles in the terrain. In the sample videos below, we

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Glenn Waldron
John, osgEarth's LOD Blending function does this for imagery - it references two LOD textures per tile (level n and level n+1) and blends then in the shader based on camera distance. We are (once again) considering implementing something similar for heightfield data in the next version of

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Robert Osfield
Hi John, Avoiding popping is a challenge for sure. However even with the popping it's a rather nice model BTW :-) Given the lighting changes looked to be the most obvious perhaps directly addressing this by using a normal map texture as well as a colour texture would be appropriate. This would

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Shayne Tueller
Hi, The popping is the effect of an abrupt change from one LOD to another. The typical solution is to geomorph the terrain over several frames with the LOD change. It smooths out the transition so that LOD changes are subtle. High end visual IGs have been doing geomorphing a long time with

Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Chris Hanson
Just throwing out ideas -- what about using a fade LOD technique? I know it temporarily incurs a higher draw overhead of drawing a tile at two different LODs at the same time, but perhaps it would be worthwhile in your case. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com